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Hey, I am trying to do the conflict section and I'm a bit hung up so if someone can walk me through the one I'm stuck on I would appreciate it. I did the Cell section but I am now on the Dialog Topic sections and I'm a bit confused

 

Dialog Topic

0002BDDD > 000D27DF

 

Conflicting Module(s):

 

Guard Dialogue Overhaul.esp (Mod)

Alternate Start - Live Another Life.esp (Mod)

 

Conflict Resolution: Use record from Guard Dialogue Overhaul.esp, right-click on the conditions bar and select add. Move the "MQ102" condition from Alternate Start - Live Another Life.esp and overwrite the newly created condition slot(GetWantBlocking).

Problem Resolved: Additional condition added by Alternate Start - Live Another Life needed to be merged with the changes from Guard Dialogue Overhaul.

 

I have loaded it up and copied to sr conflict resolution.esp. Once I get to this problem there are 4 different sections that are conflicted so I am not sure what sections I should use the Guard Dialogue Overhaul.esp record. When I right click in the conditions box over sr conflict resoltuion.esp and click add nothing happens. If someone can explain this to me I would appreciate it

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Hey Neo. Do you think Morrowloot 4E (https://www.nexusmods.com/skyrim/mods/50740/?) will be compatible with SR:LE? Are there any conflicts I will have to resolve? As far as I know it only edits the leveled lists (where things spawn' date=' how many spawn' date=' when things spawn etc), but I'm not really that into modding yet as to know exactly what it involves.[/quote'']

My guess is there might be a conflict with WAF, CCF and CCO_remade.

But I'd really like to be wrong :)

Morrowloot should work, the author says you just have to put it after CCO and make a bashed patch.

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I've come to the point of optimizing Falskaar and Wyrmtooth. Which of these two settings should I use in DDSopt Constraints tab? https://wiki.step-project.com/images/f/f6/DDSopt_Fig7.jpg vs https://wiki.step-project.com/images/f/fd/DDSopt_Fig7a.jpg

I'm not sure exactly what Neo wants to happen in the optimization. Falskaar contains both compressed and uncompressed textures. If he wants to optimize without changing any formats or sizes then the latter figure (DDSOpt_Fig7a.jpg) is the appropriate one (It will optimize both compressed and uncompressed textures without format changes). If he wants to change all uncompressed textures to compressed then DXTx should be used as the format option for all the format choices in the Constraints tab. The first figure will achieve this.

 

I used the DDSOpt_Fig7a.jpg when I optimized Falskaar, but I haven't had time yet to go there in the game and check it.

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Neo,

 

Latest update to SR:LE regarding CharGen extension states version 2.1.4 (morphs).

Nexus version is 2.5.0 for the core file and 2.1.4 for the morphs (compatible with 2.5.0).

 

So, in SR:LE update, did you mean version 2.5.0 (core + morphs 2.1.4)?

 

CharGen core is included in RaceMenu now... so only need morphs.

 

Sent from my XT907 using Tapatalk

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I've come to the point of optimizing Falskaar and Wyrmtooth. Which of these two settings should I use in DDSopt Constraints tab? https://wiki.step-project.com/images/f/f6/DDSopt_Fig7.jpg vs https://wiki.step-project.com/images/f/fd/DDSopt_Fig7a.jpg

I'm not sure exactly what Neo wants to happen in the optimization. Falskaar contains both compressed and uncompressed textures. If he wants to optimize without changing any formats or sizes then the latter figure (DDSOpt_Fig7a.jpg) is the appropriate one (It will optimize both compressed and uncompressed textures without format changes). If he wants to change all uncompressed textures to compressed then DXTx should be used as the format option for all the format choices in the Constraints tab. The first figure will change the format of the uncompressed model space normal map textures (files with names *_msn.dds)  to an uncompressed texture with less precision (R5G6B5), but I don't see any model space normal maps in Falskaar so it would likely yield the same result as the latter figure.

 

I used the DDSOpt_Fig7a.jpg when I optimized Falskaar, but I haven't had time yet to go there in the game and check it.

Ah ok, I'll use that then. But am I supposed to optimize ALL files? (as SR:LE says like 'All:8092x8092 (default)") Or only the .dds files?

 

EDIT: I assume it's only .dds files as the program is named DDSopt, haha.

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I edited my post to mention that the first figure will cause DDSopt to optimize while changing uncompressed to compressed textures. Sometimes this is desirable, sometimes not. The main difference here would be for one large terrain object texture.

 

When I edited Falskaar I also reduced the size of some exterior tangent space normal maps to 1Kx1K; when I have a chance to get to Falskaar I'll see hoe this worked.

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Neo,

 

Latest update to SR:LE regarding CharGen extension states version 2.1.4 (morphs).

Nexus version is 2.5.0 for the core file and 2.1.4 for the morphs (compatible with 2.5.0).

 

So, in SR:LE update, did you mean version 2.5.0 (core + morphs 2.1.4)?

CharGen core is included in RaceMenu now... so only need morphs.

 

Sent from my XT907 using Tapatalk

How is the new version of this working?  For some reason I'm hesitant to upgrade it, fearing it might break things...

 

I am however quite keen to see his new Beta of EFF when he releases that.

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I edited my post to mention that the first figure will cause DDSopt to optimize while changing uncompressed to compressed textures. Sometimes this is desirable, sometimes not. The main difference here would be for one large terrain object texture.

 

When I edited Falskaar I also reduced the size of some exterior tangent space normal maps to 1Kx1K; when I have a chance to get to Falskaar I'll see hoe this worked.

 

When I optimized I used the settings in the ddsopt guide prior to the settings split... have not had time yet to re-evaluate since then.

 

Sent from my XT907 using Tapatalk

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Hey, I am trying to do the conflict section and I'm a bit hung up so if someone can walk me through the one I'm stuck on I would appreciate it. I did the Cell section but I am now on the Dialog Topic sections and I'm a bit confused

 

Dialog Topic

0002BDDD > 000D27DF

 

Conflicting Module(s):

 

Guard Dialogue Overhaul.esp (Mod)

Alternate Start - Live Another Life.esp (Mod)

 

Conflict Resolution: Use record from Guard Dialogue Overhaul.esp, right-click on the conditions bar and select add. Move the "MQ102" condition from Alternate Start - Live Another Life.esp and overwrite the newly created condition slot(GetWantBlocking).

Problem Resolved: Additional condition added by Alternate Start - Live Another Life needed to be merged with the changes from Guard Dialogue Overhaul.

 

I have loaded it up and copied to sr conflict resolution.esp. Once I get to this problem there are 4 different sections that are conflicted so I am not sure what sections I should use the Guard Dialogue Overhaul.esp record. When I right click in the conditions box over sr conflict resoltuion.esp and click add nothing happens. If someone can explain this to me I would appreciate it

Where did you find these conflicts?

 

They are not present in the guide.

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There is a hotfix for OBIS updating to 1.61C but is on a different web page.  (That of one of the co-authors.)  Apparently when Indigobalde returns he will move it back to the main OBIS page.

 

https://www.nexusmods.com/skyrim/mods/31264

 

"Obis with fixed spawning and mcm logo - latest scripts - install 1.61B first then overwrite"

 

Apparently this fix is need IFF you want to use the MCM menu to spawn more bandits. Two downsides of doing so are:

1. The additional spawns may interfere with scripted conversations with vanilla bandits.

2. You might spawn some clones of very high level bandits at low levels. I am not quite sure about this. It sounded like the authors were looking into how to avoid this, I'm not sure what resolutions they reached.

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1. Subscribe on Steam Workshop

2. Open Skyrim Launcher through MO

3. Wait until all files are downloaded

4. Go to your MO overwrite folder

5. Select the bsa and esp file of the mod(s) you subsribed to

6. Use 7z to pack them into an archive.

7. Move the archive to your downloads folder and install the mod through MO. This way you can choose whether you want to unpack the bsa (and perhaps be able to delete the esp) or not.

8. Go to Steam Workshop and Unsubscribe.

Do you mind if we use these instructions in our Explorer's Guide pack? 

 

Or perhaps even better, can they be added by someone to the DDSopt wiki? Would make sense to put it there.

 

By the way, it needs an additional line stating that the .bsa and .esp should be removed from the overwrite folder after the install :)

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